Use vector outputs for texture operations (#3939)
* Change AggregateType to include vector type counts * Replace VariableType uses with AggregateType and delete VariableType * Support new local vector types on SPIR-V and GLSL * Start using vector outputs for texture operations * Use vectors on more texture operations * Use vector output for ImageLoad operations * Replace all uses of single destination texture constructors with multi destination ones * Update textureGatherOffsets replacement to split vector operations * Shader cache version bump Co-authored-by: Ac_K <Acoustik666@gmail.com>
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37 changed files with 1100 additions and 747 deletions
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@ -1,4 +1,4 @@
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Globalization;
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@ -8,21 +8,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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private const int MaxDecimal = 256;
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public static bool TryFormat(int value, VariableType dstType, out string formatted)
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public static bool TryFormat(int value, AggregateType dstType, out string formatted)
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{
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if (dstType == VariableType.F32)
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if (dstType == AggregateType.FP32)
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{
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return TryFormatFloat(BitConverter.Int32BitsToSingle(value), out formatted);
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}
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else if (dstType == VariableType.S32)
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else if (dstType == AggregateType.S32)
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{
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formatted = FormatInt(value);
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}
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else if (dstType == VariableType.U32)
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else if (dstType == AggregateType.U32)
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{
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formatted = FormatUint((uint)value);
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}
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else if (dstType == VariableType.Bool)
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else if (dstType == AggregateType.Bool)
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{
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formatted = value != 0 ? "true" : "false";
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}
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@ -65,13 +65,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return true;
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}
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public static string FormatInt(int value, VariableType dstType)
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public static string FormatInt(int value, AggregateType dstType)
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{
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if (dstType == VariableType.S32)
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if (dstType == AggregateType.S32)
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{
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return FormatInt(value);
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}
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else if (dstType == VariableType.U32)
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else if (dstType == AggregateType.U32)
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{
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return FormatUint((uint)value);
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}
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